Definitely an interesting tool. Is there a reason you're not using the Sierra syntax? :-)
fyi, in the version currently uploaded, it produces scripts that don't compile. Some parentheses are in the wrong place.
So, this compiles a scene with a library of views? Nice work. However, what do you think of the idea of compiling a scene with draw commands instead? I realize there are some pitfalls, namely in overlapping objects, but could that be worked around? Just a theoretical question.
The views are addToPic'ed, so in principle the memory usage is not that great, nor should the performance be a problem. For some reason, there is one view instance per view (which is not necessary because of the addToPic), but that can be fixed. The compromises made here are quite reasonable in my view.
It turns out to be about 46 bytes per addToPic (not including the method calls to create them, nor the extraneous instances in Gumby's current implementation). I imagine you'd be able to drive them based on an array that contains the essential data (view, cel, loop, x, y, pri) - that's 12 bytes, so now you're up to only about 58 bytes per item. Doesn't seem too bad. There's also some memory fragmentation that happens though so it's a little more than that. If you're low on heap space, this could be a problem.
Drawing them directly into pic resources might use up more memory (and be a little more challenging to implement), but the advantage is that this is hunk space (which is garbage collected in Sierra's interpreter, right?), not heap (which needs to be managed carefully).